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allow drawing the background of extended auto tiles in a separate color

This commit is contained in:
Ell 2021-12-03 18:04:03 +01:00
parent 2d3ce30ff2
commit 831da36bcc
2 changed files with 15 additions and 14 deletions

View file

@ -61,7 +61,7 @@ namespace Demos {
AutoTiling.DrawAutoTile(this.SpriteBatch, new Vector2(x + 1, y + 1) * TileSize, this.texture, new Rectangle(0, 0, TileSize, TileSize), ConnectsTo, Color.White);
// when drawing extended auto-tiles, the same rules apply, but the source texture layout is different
AutoTiling.DrawExtendedAutoTile(this.SpriteBatch, new Vector2(x + 8, y + 1) * TileSize, this.texture, new Rectangle(0, TileSize * 2, TileSize, TileSize), ConnectsTo, Color.White);
AutoTiling.DrawExtendedAutoTile(this.SpriteBatch, new Vector2(x + 8, y + 1) * TileSize, this.texture, new Rectangle(0, TileSize * 2, TileSize, TileSize), ConnectsTo, Color.White, Color.White);
}
}
this.SpriteBatch.End();

View file

@ -72,39 +72,40 @@ namespace MLEM.Graphics {
/// <param name="texture">The texture to use for drawing.</param>
/// <param name="textureRegion">The location of the first texture region, as described in the summary.</param>
/// <param name="connectsTo">A function that determines whether two positions should connect.</param>
/// <param name="color">The color to draw with.</param>
/// <param name="backgroundColor">The color to draw the texture used for filling big areas with.</param>
/// <param name="overlayColor">The color to draw border and corner textures with.</param>
/// <param name="origin">The origin to draw from.</param>
/// <param name="scale">The scale to draw with.</param>
/// <param name="layerDepth">The layer depth to draw with.</param>
public static void DrawExtendedAutoTile(SpriteBatch batch, Vector2 pos, Texture2D texture, Rectangle textureRegion, ConnectsTo connectsTo, Color color, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0) {
public static void DrawExtendedAutoTile(SpriteBatch batch, Vector2 pos, Texture2D texture, Rectangle textureRegion, ConnectsTo connectsTo, Color backgroundColor, Color overlayColor, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0) {
var orig = origin ?? Vector2.Zero;
var sc = scale ?? Vector2.One;
var (p1, r1, p2, r2, p3, r3, p4, r4) = CalculateExtendedAutoTile(pos, textureRegion, connectsTo, sc);
batch.Draw(texture, pos, textureRegion, color, 0, orig, sc, SpriteEffects.None, layerDepth);
batch.Draw(texture, pos, textureRegion, backgroundColor, 0, orig, sc, SpriteEffects.None, layerDepth);
if (r1 != Rectangle.Empty)
batch.Draw(texture, p1, r1, color, 0, orig, sc, SpriteEffects.None, layerDepth);
batch.Draw(texture, p1, r1, overlayColor, 0, orig, sc, SpriteEffects.None, layerDepth);
if (r2 != Rectangle.Empty)
batch.Draw(texture, p2, r2, color, 0, orig, sc, SpriteEffects.None, layerDepth);
batch.Draw(texture, p2, r2, overlayColor, 0, orig, sc, SpriteEffects.None, layerDepth);
if (r3 != Rectangle.Empty)
batch.Draw(texture, p3, r3, color, 0, orig, sc, SpriteEffects.None, layerDepth);
batch.Draw(texture, p3, r3, overlayColor, 0, orig, sc, SpriteEffects.None, layerDepth);
if (r4 != Rectangle.Empty)
batch.Draw(texture, p4, r4, color, 0, orig, sc, SpriteEffects.None, layerDepth);
batch.Draw(texture, p4, r4, overlayColor, 0, orig, sc, SpriteEffects.None, layerDepth);
}
/// <inheritdoc cref="DrawExtendedAutoTile"/>
public static void AddExtendedAutoTile(StaticSpriteBatch batch, Vector2 pos, Texture2D texture, Rectangle textureRegion, ConnectsTo connectsTo, Color color, float rotation = 0, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0) {
public static void AddExtendedAutoTile(StaticSpriteBatch batch, Vector2 pos, Texture2D texture, Rectangle textureRegion, ConnectsTo connectsTo, Color backgroundColor, Color overlayColor, float rotation = 0, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0) {
var orig = origin ?? Vector2.Zero;
var sc = scale ?? Vector2.One;
var (p1, r1, p2, r2, p3, r3, p4, r4) = CalculateExtendedAutoTile(pos, textureRegion, connectsTo, sc);
batch.Add(texture, pos, textureRegion, color, 0, orig, sc, SpriteEffects.None, layerDepth);
batch.Add(texture, pos, textureRegion, backgroundColor, 0, orig, sc, SpriteEffects.None, layerDepth);
if (r1 != Rectangle.Empty)
batch.Add(texture, p1, r1, color, 0, orig, sc, SpriteEffects.None, layerDepth);
batch.Add(texture, p1, r1, overlayColor, 0, orig, sc, SpriteEffects.None, layerDepth);
if (r2 != Rectangle.Empty)
batch.Add(texture, p2, r2, color, 0, orig, sc, SpriteEffects.None, layerDepth);
batch.Add(texture, p2, r2, overlayColor, 0, orig, sc, SpriteEffects.None, layerDepth);
if (r3 != Rectangle.Empty)
batch.Add(texture, p3, r3, color, 0, orig, sc, SpriteEffects.None, layerDepth);
batch.Add(texture, p3, r3, overlayColor, 0, orig, sc, SpriteEffects.None, layerDepth);
if (r4 != Rectangle.Empty)
batch.Add(texture, p4, r4, color, 0, orig, sc, SpriteEffects.None, layerDepth);
batch.Add(texture, p4, r4, overlayColor, 0, orig, sc, SpriteEffects.None, layerDepth);
}
private static (Vector2, Rectangle, Vector2, Rectangle, Vector2, Rectangle, Vector2, Rectangle) CalculateAutoTile(Vector2 pos, Rectangle textureRegion, ConnectsTo connectsTo, Vector2 scale) {